/// <summary> /// Event handler for when the Quit Game menu entry is selected. /// </summary> void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { const string message = "Are you sure you want to quit this game?"; MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
private void SaveGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new SaveLoadScreen(SaveLoadScreen.SaveLoadScreenMode.Save), e.PlayerIndex); }
private void NewGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { GameResources.GameDossier = GameDossier.CreateNewGame(); StartGame(e.PlayerIndex); }
protected void OnSelected(PlayerIndexEventArgs e) { EventHandler<PlayerIndexEventArgs> handler = Selected; if (handler != null) handler(this, e); }
private void EquipItemSelected(object sender, PlayerIndexEventArgs e) { Item.Owner.Equip(Item.Owner.FreeInventory.IndexOf(Item), ((EquipSlotMenuEntry)sender).EquipSlot); ExitWindow(); }
private void CreditsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new CreditsScreen(), e.PlayerIndex); }
private void OptionsMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex); }
/// <summary> /// Event handler for when the Frobnicate menu entry is selected. /// </summary> void FrobnicateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { frobnicate = !frobnicate; SetMenuEntryText(); }
/// <summary> /// Helper overload makes it easy to use OnCancel as a MenuEntry event handler. /// </summary> protected void OnCancel(object sender, PlayerIndexEventArgs e) { OnCancel(e.PlayerIndex); }
/// <summary> /// Event handler for when the Elf menu entry is selected. /// </summary> void ElfMenuEntrySelected(object sender, PlayerIndexEventArgs e) { elf++; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Ungulate menu entry is selected. /// </summary> void UngulateMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentUngulate++; if (currentUngulate > Ungulate.Llama) currentUngulate = 0; SetMenuEntryText(); }
/// <summary> /// Event handler for when the Language menu entry is selected. /// </summary> void LanguageMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentLanguage = (currentLanguage + 1) % languages.Length; SetMenuEntryText(); }
private void ConfirmExitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { SharedResources.Game.Exit(); }
/// <summary> /// Event handler for when the user selects ok on the "are you sure /// you want to quit" message box. This uses the loading screen to /// transition from the game back to the main menu screen. /// </summary> void ConfirmQuitMessageBoxAccepted(object sender, PlayerIndexEventArgs e) { LoadingScreen.Load(ScreenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); }
private void LoadGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { SaveLoadScreen slScreen = new SaveLoadScreen(SaveLoadScreen.SaveLoadScreenMode.Load); slScreen.LoadingSaveGame += FileToLoadChosenHandler; ScreenManager.AddScreen(slScreen, e.PlayerIndex); }